Hentai: Peach's Untold Tale 3.48 (Nov 2/18) - HIATUS

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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Wed Jul 11, 2012 4:42 am

Biles Wrote:Actually, I just got done making some slight improvements on the animations. Now you can check them out if you like. :3

WOW, a lot better!! That's the man!
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Re: MiM 'Mim Ae version' (XXX)

Postby TedFallenger » Wed Jul 11, 2012 8:28 am

I think you should add a touch more detail to the breast animation, namely because in each animation they move in unison. You may want to try adding a bit of circular movement to the mix.
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Re: MiM 'Mim Ae version' (XXX)

Postby Sync » Wed Jul 11, 2012 11:17 am

I haven't played the game in a while...until today. I played it in-browser (in-forum). My first thought was: "these controls aren't very responsive". The use of the CTRL key for jump is, in my opinion, a poor choice - a couple of times I found myself about to add a bookmark through the combination of CTRL-F (when I was intending to do a jump to the right and missed the key).

However, it seems that most people are comfortable with the possibility of adding a bookmark instead of jumping right.
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Wed Jul 11, 2012 12:32 pm

Sync Wrote:I haven't played the game in a while...until today. I played it in-browser (in-forum). My first thought was: "these controls aren't very responsive". The use of the CTRL key for jump is, in my opinion, a poor choice - a couple of times I found myself about to add a bookmark through the combination of CTRL-F (when I was intending to do a jump to the right and missed the key).

Its a problem I'll be addressing. All browsers use control+D for bookmarking.
Although in the last voting pool, 50 users prefer CONTROL and 25 do not, the CONTROL team dont use WASD at all. :/

I'm really near to change at least the jump key for WASD. Key '/ ?' (next to the shift).
And Control to 'C'. Thats because I can't 'control' the Control, that is, if I disable right control, the left control are disabled as well.

It's really a positive requirement this game being more compatible with the great WASD players!
Last edited by Ivan-Aedler on Wed Jul 11, 2012 5:12 pm, edited 7 times in total.
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Wed Jul 11, 2012 2:03 pm

protognome Wrote:I had a glitch where if I moved left once inside Morton's castle, peach would slowly clip through the wall and then fall to oblivion, beyond scripted game code

Thanks I will check that!
protognome Wrote:I had another one where I was standing on top of the pipe to the coin room at the end of the first area. I moved to the right, and when Peach fell, she fell right through the four bricks and question block at the bottom just before the door.

Its explained in first page. Its a glitch involving exponential function by Playshapes. I'm thinking of a solution. I may use partial exponential one , then it becames linear if falling code hits a threshold (like in the fourth iteration, avoiding her accelerating indefinitelly).
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Wed Jul 11, 2012 2:42 pm

Forwarding to Biles.
Lex_Liven Wrote:2 Biles.
Please, look video "http://www.xvideos.com/video173873/how_boobs_looks_under_water" (If link will be removed - just search "how_boobs_looks_under_water").
They will be MORE floating.


I also can edit swimming animation to test floating animations as I've already put it in the game (with corrections and swapping MCs). But, depending on the movement, breats may need a new pair (new perspectives), which will increase complexity.

--------------------------------
Update Version 1.2 (BEWARE, Jump key is now 'C' and 'right slash' (next to RIGHT shift)! Explained below!)

1) New Level: 'The Forest' (on progress - 80%). Its on level 2. 'Watery' was moved to level 3.
2) New animation: RUNNING. If you walk for some time (without descending strong slopes or without jumping) she will run (Animation By Biles).Image
3) JUMP KEY IS NOW 'C' and the SLASH (next to RIGHT shift), for WASD. SORRY but I reached a limit of choices because of browsers not allowing us to disable their shortcuts!! Its easy to relearn this key. This method will also let us use Z and X better. Please observe that left handed people and people who prefer WASD play this game. That's the ONLY way to circunvent that and let the layout friendly to other platforms, as MAC.
4) Improvement to peach when breaking blocks while jumping
5) Now, old toad will give points to Peach after the first scene.
6) Fixed a glitch which let Peach with Tanooki Suit unable to swim.
7) New item: "P POWER". Its in the new second level. No invisible coins and doors to discover yet.
8) Two new songs (created/edited/resampled) resembling Mario3. You will see them playing along the game.
9) New object: Red Balled platforms which rotates around their cores.
10) Fixed a glitch with a stopped BoBomb which explodes if Peach touches it (its NOT the fucked bobomb that needs to press END key. Its another bobomb). the problem: Peach was unable to move after the explosion.

PS: Some bugs may appear. Remember, I test the most I can. So you will be helping a lot if you tell me a given bug. See the section 'Known BUGS' on page 1 to see if a given bug is already known ,or even if the 'bug' is intentional.
Last edited by Ivan-Aedler on Thu Jul 12, 2012 3:36 am, edited 3 times in total.
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Re: MiM 'Mim Ae version' (XXX)

Postby Tyrant » Wed Jul 11, 2012 6:01 pm

The animations look good, although the complete lack of breast movement in the flying once is a bit disappointing.
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Re: MiM 'Mim Ae version' (XXX)

Postby Biles » Wed Jul 11, 2012 8:11 pm

Bug report:

1. When Fire Peach runs, her ponytail remains blonde and her outer eye still remains blue.
2. After going through the Forest level, I can't seem to enter the castle and move on. Maybe this is one of those one-time glitch, IDK.
3. After crossing a set of donut platforms, when Peach reaches the pipe corridors, a Bo-bomb explosion goes off right behind her, again, this just might be one of those one-time bugs.
Bug finding mission still pending.

I find it hilarious when Peach runs with her default dress :D I wonder how long before a run button can be added to the game.
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Wed Jul 11, 2012 8:37 pm

Hey, bud, let's go!
Biles Wrote:1. When Fire Peach runs, her ponytail remains blonde and her outer eye still remains blue.

Expected to appear, as I've included new animations. Will be fixed.

Biles Wrote:2. After going through the Forest level, I can't seem to enter the castle and move on. Maybe this is one of those one-time glitch, IDK.

Cannot reproduce. I'll do many tests specific to that area.

Biles Wrote:3. After crossing a set of donut platforms, when Peach reaches the pipe corridors, a Bo-bomb explosion goes off right behind her, again, this just might be one of those one-time bugs.

Intentional ;) There is a bobomb just sleeping behind that bush!

Biles Wrote:I find it hilarious when Peach runs with her default dress :D I wonder how long before a run button can be added to the game.

You know, she needs to run at any cost to keep alive (and virgin). :mrgreen: Yes, running button may be added, because when she got bigger boobs, she would become heavier, so she may not go to some platforms without running. Also, her jump would be higher if all arrows became red. However, it will increase complexity in a way I prefer to keep on with higher priorities for now.
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Re: MiM 'Mim Ae version' (XXX)

Postby Biles » Wed Jul 11, 2012 8:43 pm

I've found another major bug. It seems there's a clipping issue which occurs after Peach emerges from the underwater scenario. Since then, she's able to clip through but loses her takeoff ability and the spinning flame rod tends to get me less than half the time if it wasn't for the clipping bug. The inability to entire the mini-castle after completing the Forest level still won't let me through, and this was after I downloaded the game.

Well, when the time comes to add in a manual run, I'll animate Peach just for that particular mode. Oh yeah, I like those lil' tips that show up now and then. I wonder if it's likely we could add in an Acorn punch block in the near-time future that displays random tips just like in Super Mario World.
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Re: MiM 'Mim Ae version' (XXX)

Postby Allsop2604 » Wed Jul 11, 2012 8:44 pm

I also cannot enter the castle at the end of stage two to continue to stage three (tried, restarted game, tried again). So it's not an isolated glitch.

And as always I'm loving the additions!! I'm a little curious if there's anyway to enter the upside-down pipes though, and does the 'pow' block do anything yet?
^.^
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Wed Jul 11, 2012 8:54 pm

Biles Wrote:I've found another major bug. It seems there's a clipping issue which occurs after Peach emerges from the underwater scenario. Since then, she's able to clip through but loses her takeoff ability and the spinning flame rod tends to get me less than half the time if it wasn't for the clipping bug.

Hmmmmmmmm....when Peach goes back to the surface, running code resumes (at least it should). What costume was Peach using when entering the last pipe to the surface?

Biles Wrote:The inability to enter the mini-castle after completing the Forest level still won't let me through, and this was after I downloaded the game.

I will be looking into that when I reach home.

Biles Wrote:When the time comes to add in a manual run, I'll animate Peach just for that particular mode.

I'll be adding the other animations, then I'll tell you when I'm ready to code ;)

Biles Wrote:Oh yeah, I like those lil' tips that show up now and then. I wonder if it's likely we could add in an Acorn punch block in the near-time future that displays random tips just like in Super Mario World.

AHA, thats what I was doing lately :mrgreen: Those acorns will give some info about the current level, as well as some info about the location or when to talk (when the game has adventure trivias like Toad's talk). But I will be doing it step by step, as it should pause the game while a great squared info ballon appears.
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Wed Jul 11, 2012 8:59 pm

Allsop2604 Wrote:I also cannot enter the castle at the end of stage two to continue to stage three (tried, restarted game, tried again). So it's not an isolated glitch.

Ok, I'll raise this priority! Will check in an hour. In the meanwhile, please use the castle walls to go to the next level (found that the door was displaced a bit to the left) :oops:

Allsop2604 Wrote:And as always I'm loving the additions!! I'm a little curious if there's anyway to enter the upside-down pipes though, and does the 'pow' block do anything yet?
For pipes ,yes, there is a way. Hmm I just haven't coded the two new pipes. Its not just turning the pipes upside down to work, because, then, Peach will enter upside down, like being grabbed by tentacles from her feet :D Also I will have to activate 'pipe-up' if Peach jumps then press UP, next to it.
For the pow block, it lacks the invisible door and coins. They will be the next step (after fixing the bugs).
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Thu Jul 12, 2012 12:36 am

Update 1.21:
1) Some fixes to clipping and running bar (in order to let Peach fly), because it was being locked in some situations, like when she took new powerups.
2) Fixed small glitch in the castle of level 2.
3) Running key added! (X or .) You will need to keep it pressed in order to let Peach run and let the 5 triangles grow red. Don't work in Frog mode or underwater.
4) Fixed strange bug in the Morton Castle: Thwomp (rock enemy) was with old code.
5) (internal) Flying animation added (but not in the game yet - testing it)

FLA (updated 1.21) CS5 + Fonts + SWF here: http://rapidshare.com/files/3549919454/Mario%20is%20Missing%20CS5%20AE%201.21.rar

Current Key Config (again, just to remember: a much more friendly to our browsers and WASD players). Zoom key may be moved soon to (-) and (+) buttons.
MIM_aekeyboard_config.jpg
MIM_aekeyboard_config.jpg (37.58 KiB) Viewed 2936 times
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Re: MiM 'Mim Ae version' (XXX)

Postby Biles » Thu Jul 12, 2012 5:32 am

Major clipping issues, and it appears to happen only when Peach is running. I suspect that the code which pushes Peach back to prevent her from being able to walk through anything isn't strong enough to counteract her running speed. Another bug I found which I haven't addressed for a long long time and it's the first flag checkpoint in the first level. I am able to trigger it when I'm in the basement where the flower power is kept simply by jumping up when I stand underneath it.
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Thu Jul 12, 2012 6:50 am

Biles Wrote:Major clipping issues, and it appears to happen only when Peach is running. I suspect that the code which pushes Peach back to prevent her from being able to walk through anything isn't strong enough

Right. Noticed that too. I really need to do a sweep to older code. I'm trying to maintain compatibility, but I'm reaching a point I have to re-think.

Biles Wrote:Another bug I found which I haven't addressed for a long long time and it's the first flag checkpoint in the first level. I am able to trigger it when I'm in the basement where the flower power is kept simply by jumping up when I stand underneath it.

It's an ancient one! It appears even in Playshapes and Blargh version. I'll check that tomorrow.

In the meanwhile, I've put your two new animations: 'drifting' and 'flying'. I'll shipping all of them with the two fixes above.
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Re: MiM 'Mim Ae version' (XXX)

Postby Biles » Thu Jul 12, 2012 7:29 am

ivananedler Wrote:I really need to do a sweep to older code. I'm trying to maintain compatibility, but I'm reaching a point I have to re-think.

Well, if bad comes to worse, it's likely you may want to turn to Humbird0 for rehauling the entire script codes altogether. Although, when I saw his version, it looked too far Greek to me in comparison with PlayShape's scripts.
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Re: MiM 'Mim Ae version' (XXX)

Postby Ivan-Aedler » Thu Jul 12, 2012 12:35 pm

Biles Wrote:Well, if bad comes to worse, it's likely you may want to turn to Humbird0 for rehauling the entire script codes altogether. Although, when I saw his version, it looked too far Greek to me in comparison with PlayShape's scripts.

I will appreciate his visit or a contact.
AFAIK, he's using AS2 with closure programming (inline anonymous functions) with short variable names and Math.abs() function (get absolute values). He uses a lot.
BTW, there is a 25x faster (depend on the browser) Math.abs, if we use:
Code: Select All Code
public function abs( value:Number ):Number
{
   return (value ^ (value >> 31)) – (value >> 31);
 }

YES, bit shifting!!
Want even faster? Apply directly into the code (avoid functions).
Well let's go for the differences so far:

HummingBird:
Spoiler (click to show/hide):

- AS2
- Programming inside the frame (timeline) - less CPU intensive, and NO need to copy the code for new peach instances.
- Has 450 lines of code (including comments)
- Peach uses 2 collisions inside her, but her boundaries (rectangle) is always fixed. Easier for the collision to obey.
- Closure programming (behavior driven). An action, like WALK! , calls a sum of functions between commas.
walk = {loop: function ()
{
this.detectMove();
applyMove();
}, detectMove: function ()

Playshapes, Blargh and me:
Spoiler (click to show/hide):

-AS2
-Programming in Peach on-object (OnClipEvent) - more responsive, but more CPU intensive, and we have to copy those code for every Peach object
-Classic programming. An action doenst exist. No possibility to join given characteristics. We have to use more IFs and ELSEs.
-Use 'grav' variable which pulls Peach upwards, counteracting gravity. THIS is the problem. This let Peach jig up and down in some places. Has to be tweaked for the collision to work better.
-My version has 770 lines of code (incluing comments), but Peach has more than 5 new animations now (+5 for the mirrored ones)
-We use several Peach animations now. Some of them uses new boundaries (different object sizes) because when Peach is, say, swimming, her length is broader. This impacts collision algorithm, like her head entering a bit into the wall.

Differences in regard to performance: minimal. Of course, I'm not counting on background optimization (thats why his version is faster). He uses rendered bitmaps.
All versions above use the default Flash 'set property' to move Peach.
As the game progresses, I'm sure my code will be harder to understand , not because of 'greek way', but because of IF complexity. That's why object oriented programming came to stay. But AS2 is still faster than AS3 in general. On the contrary, according to master developers. BUT in graphical content, AS2 is almost the same as AS3 in speed! MIM uses graphics a lot!
"If you need to move 3-4 huge layers of backgrounds and lots of other graphics AS3 is no faster than AS2 or AS1"
http://www.mochimedia.com/community/for ... 9576611_64
htttp://armorblog.com/2008/01/actionscr ... omparison/
"AS3 won’t improve graphics (unless you take advantage of the speed to do bitmap effects), however it WILL let you increase the intensity of behind-the-scene code such as AI and collision detections. "

Anyway, current problems in AS2 (like collision) can be fixed using AS2 (just a different 'grav' algorithm) and proper calls inside each Peach animation, once there is a collision shaped rectangle oriented to her body torso.

I'll test his code eventually. Peach will be walking 'okay' but with her default actions only. I'll have to populate his code (with all the actions implemented so far). And convert the entire game to AS3.
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Re: MiM 'Mim Ae version' (XXX)

Postby Allsop2604 » Thu Jul 12, 2012 2:58 pm

So I've been noticing the constant debate over the controls and decided to put in my two cents. I prefer WASD controls for one-handed gaming since I'm used to it for FPS. But I'm also used to a arrow key config for fighting games like Mugen. So I'm good ether way.

Now, I've been playing your game every update and nothing seems to be working very well. I'm not complaining or trying to criticise - I love your work. I just can't get used to the control layout you keep trying. Ctrl as jump causes too many function issues with computer/browser commands and whatnot. Using 'C' as jump feels too close to the 'D' key when using WASD controls leaving me constantly holding down both keys when I jump.

I'm not sure what's already been suggested - I've only skimmed through the last couple of pages. But I'm going to recommend one or two things:

Focus on ether one or two handed gaming. For single handed it's better to go with WASD controls, seeing as how all the additional keys are nearby. For this you'd really need to get the space key working again for jumping (I remember you saying there were issues, what if you changed the scene advance to another key instead?). Other than that you can set the 'Q' 'E' keys to anything you want.

For two handed it'd be good to go with Arrow Keys for movement, then the Z,X,C,V keys for other functions (or ASD,ZXC keys). The idea behind that for a player like me is to move my left hand over to the arrow keys and have my right hand for the others.

So to clarify:

Layout 1 (single handed):

W, A, S, D -Movement/Climbing
Space - Jump
E - Masturbate
Q - Milk
X - Redo

And set any (or all keys) to advance.


Layout 2 (two handed):

^, v, >, < - Movement/Climbing
Z - Jump
X - Redo
C - Masturbate
V - Milk
Space - Advance
^.^
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Re: MiM 'Mim Ae version' (XXX)

Postby freakyfurry » Thu Jul 12, 2012 6:17 pm

Lol, we know why you want a one handed control scheme. ;)

seriously though, if you download the swf instead of playing it online you remove the problems with the browser macros.
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